Connected Worlds - The Adventure
- a snake5 production -
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= C O N N E C T E D W O R L D S =
===================================
---------------------- readme -----
> Description
- This is a stealth game, so you must find a way around
turrets to your objective that is the end of the level.
> Requirements
- To play the game, you should have a graphics card that
fully supports DirectX 9.
> Controls
W/A/S/D - move around
E - disable turret (only near turrets)
T - switch worlds (only on portals)
Q - quit game (in pause menu)
R - restart game (in pause menu)
Escape/P - pause/unpause the game
> Credits
Game code
& texture editing
& 3D modeling
& soundtrack
& audio editing
& SGScript scripting engine (http://www.sgscript.org/)
& SGScript / SDL2 graphics framework
& sgs-audio OpenAL-based audio library for SGScript
& sgs-bullet Bullet Physics wrapper for SGScript
--- Arvids Kokins (snake5)
Using the following code libraries (inside other libraries):
SDL - https://www.libsdl.org/
libpng - http://www.libpng.org/pub/png/libpng.html
libjpeg - http://www.ijg.org/
zlib - http://www.zlib.net/
FreeType 2 - http://www.freetype.org/freetype2/
OpenAL - http://www.openal.org/
Bullet Physics library - http://bulletphysics.org/
> Game tips
- The goal of the game is *not* to be hidden from turrets,
and sometimes the game requires you to run in front of them.
- There's usually more than one path towards the end. Look
around before proceeding.
- Turrets give about a second until they start shooting and
following. After that, break line of sight or increase distance
to get them off your back.
> Technical tips
- If you want to change the resolution, here's your options:
-- resize the window while the game is paused
-- modify game/config.cfg
--- same thing goes for volume control, fullscreen mode, vsync
===================================
= C O N N E C T E D W O R L D S =
===================================
---------------------- readme -----
> Description
- This is a stealth game, so you must find a way around
turrets to your objective that is the end of the level.
> Requirements
- To play the game, you should have a graphics card that
fully supports DirectX 9.
> Controls
W/A/S/D - move around
E - disable turret (only near turrets)
T - switch worlds (only on portals)
Q - quit game (in pause menu)
R - restart game (in pause menu)
Escape/P - pause/unpause the game
> Credits
Game code
& texture editing
& 3D modeling
& soundtrack
& audio editing
& SGScript scripting engine (http://www.sgscript.org/)
& SGScript / SDL2 graphics framework
& sgs-audio OpenAL-based audio library for SGScript
& sgs-bullet Bullet Physics wrapper for SGScript
--- Arvids Kokins (snake5)
Using the following code libraries (inside other libraries):
SDL - https://www.libsdl.org/
libpng - http://www.libpng.org/pub/png/libpng.html
libjpeg - http://www.ijg.org/
zlib - http://www.zlib.net/
FreeType 2 - http://www.freetype.org/freetype2/
OpenAL - http://www.openal.org/
Bullet Physics library - http://bulletphysics.org/
> Game tips
- The goal of the game is *not* to be hidden from turrets,
and sometimes the game requires you to run in front of them.
- There's usually more than one path towards the end. Look
around before proceeding.
- Turrets give about a second until they start shooting and
following. After that, break line of sight or increase distance
to get them off your back.
> Technical tips
- If you want to change the resolution, here's your options:
-- resize the window while the game is paused
-- modify game/config.cfg
--- same thing goes for volume control, fullscreen mode, vsync








Comments31
neosam: thanks, fixed!
Movement was far too slow. It takes forever to get anywhere.
I never really felt in control or like I planned my path, I just sort of ended up taking it.
Main suggestion would be to have a different method of determining when you were targeted by a turret-I think if you had to actively try and see were turrets were instead of just having a warning pop up regardless of the turrets location it could have increased the atmosphere a lot more, though to make the result of that (being hit more) less frustrating checkpoints would definitely be necessary-the underground areas would be perfect for them.
Nicely done and pretty shaders.